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Heatran is usually a good counter, having 4x resistances to Bug and Steel attacks and will KO with STAB Fire-type attacks. However, Heatran will have to be careful of Superpower and Brick Break. Like Heatran, Magnezone needs to be weary of Fighting-type attacks, but comes with the added bonus of trapping any Scizor lacking U-turn thanks to Magnet Pull. Moltres and Charizard resist everything bar Quick Attack, Pursuit, and Night Slash, but with the omnipresent Stealth Rock in play, it’s difficult for them to be true counters. Arcanine is another Fire-type that can cause Scizor big problems, especially if it's utilizing the Intimidate ability.

<p>Another variation on the standard Swords Dancer, Flame Orb Heracross may initially appear almost indistinguishable from the standard Swords Dancer, yet at the same time it functions in a completely different way. While Swords Dance Heracross's priority is to sweep a team, this set is almost entirely based around wall breaking while doing as much damage as is humanely possible to conceive. In one turn, Heracross can nearly triple its Attack stat from 483 to 1149, or 449 to 1047, depending on its nature. Not simply hoping that Guts will activate, and instead activating it yourself, means that this Heracross has considerably more reliable raw power, thus exchanging survivability and reliability for the potential to crush its standard counters – a true deal with the devil.</p>

I was just checking out some Infernape sets when I came across this typo.

The error was in the Choice Band set, in the first paragraph.

"U-turn allows Infernape to scout the opponent’s team and take the offensive, deal some Stealth Rock damage as the opponent switches, and hit the common switch-ins, such asStarmie, Cresselia, and Latias, for super effective damage."

Fighting pokemon also resist the bug/rock combination, with Machamp being the only OU.

The whole paragraph:

As Guts requires a status infliction to activate, this Heracross appreciates Swarm a lot more, as not only it is assured of getting the boost, but it also doesn’t require a damaging status that ends your sweep prematurely, or otherwise inhibits your sweep in some way or another. For offensive purposes, one Bug-type STAB move to benefit from Swam and one coverage move that partners well with it is advised to maximize efficiency on this set, as well as making sure that you are not walled completely by Ghost, Flying and Poison-types. Continuing on from this, Megahorn gets the boost from Swarm and STAB and, being one of Heracross’s main selling points on any set, is necessary to reserve a move slot for it. If you wanted to use a Fighting-type move in this slot, you are far better off with the Reversal variant. In the way of coverage, Heracross has no options that allow him to take on both the Steel and Flying-types that resist its Bug-type STAB in one move-slot. A secondary STAB has already been rejected as not covering enough types for one’s liking – Stone Edge is suggested here as it provides optimum coverage, gaining neutral hits alongside Megahorn on all types barring Steel, and even in an OU Metagame cluttered with Steel-types the only commonly-used Pokemon that resist this combination are Lucario, Empoleon and Magnezone. Also, with a 30 HP IV and no EVs in HP, Salac activates after three Substitutes, meaning Heracross is generally given enough turns with which to set up and sweep in without dying from the effects of sandstorm or hail.

Protect could be useful for scouting Choice Band Pokémon and getting an extra turn of Leftovers recovery, and possibly draining an opponent's HP if Toxic Spikes are set up. Hidden Power Electric or Grass can hurt opposing Water types, with the former also being more useful for useful for hitting Mantine and Gyarados, while the latter is helpful against Quagsire, Gastrodon and Swampert.

Keeping these Pokemon in mind, a team packing Linoone would do well to carry Pokémon that can handle Linoone's counters. Powerful wallbreakers like mixed Blaziken, Swords Dance Pinsir, Specs Typhlosion, and Life Orb Honchkrow can soften these counters enough for Linoone to sweep, if not fainting them outright. As well, like any setup sweeper, lures and trappers make Linoone's life much easier. Crobat, Mismagius, Scyther, and Swellow are all terriffic lures that can coax your opponent's Linoone counter early. Trapinch and Magneton are fairly efficient at eliminating the Steels that give Linoone nightmares, especially when paired with lures.

Rotom-C also has the presence of its abundance of resistances. Being immune to Ground, Normal, and Fighting and resisting Steel, Electric, Flying, Poison, and Bug give it the qualities that Spiritomb and Dusknoir lack. And on top of that Rotom-C's well-distributed stats in not only his defenses but his Speed and Special Attack give him almost infinite possibilities of movesets to consider. Not only that but having Light Screen, Reflect, and Thunder Wave give him the niche over many Ghost-types. Speaking of Ghost-types, Rotom-W has the capability to be an excellent blocker of Rapid Spin since he stands a sporting chance with his dual STABs on his side hurting most spinners in general. His base Speed of 86 has the mention of outpacing Adamant Heracross even. The only real downfalls are the lack of a reliable recovery move alongside his weaknesses to Dark and Ghost.

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correct me if I read that wrong

edit: ugh the same analysis, counters section

Heatran can easily step into many of Rotom-C's attacks and retaliate with Fire Blast, Lava Plume, or Flamethrower. Because Trick is a common strategy with Rotom-C, Choice Scarf Heatran can be an excellent switch-in. The Rest + Sleep Talk sets can handle non-Trick Rotom-C's thanks to removing paralysis by taking a nap. Blissey is one of Rotom-C’s better counters. It is a very dominant special wall that sponges every special attack from Rotom-C and heal off the damage with either Wish or Softboiled. Natural Cure makes Blissey an even better candidate to remove status after switching out. The only set that Blissey should fear is the Substitute / Charge Beam Rotom-C or becoming a recipient of Trick. Tyranitar doesn’t enjoy Leaf Storm, Hidden Power Fighting, or Will-O-Wisp, but can easily step into Thunderbolt and Shadow Ball while scaring off Rotom-W with Crunch, Dark Pulse, or Pursuit. Pokemon with Rest and Sleep Talk are the best counters to most of Rotom-W’s strategies. Spiritomb is the best candidate with the Rest and Sleep Talk strategy. It takes neutral damage from every one of Rotom-C’s attacks and sports STAB Shadow Ball or Dark Pulse to eliminate it. With Substitute and Calm Mind, Jirachi and Raikou can set up against Rotom-C.

As previously mentioned, 64 HP EVs allow Rotom-F's Substitutes to withstand any attack that Blissey is likely to use, as well as allowing Rotom to form three Substitutes in sand and five in normal weather. A Timid nature and 212 EVs allows Rotom-C to outspeed positive-Speed natured Mamoswine and neutral-Speed natured Lucario. Using 212 Speed EVs also allows Rotom to reach a bonus point. 232 Special Attack EVs allow Rotom-F to almost always 2HKO even 0 HP / 176 SpD Calm Blissey with Hidden Power Fighting or Thunderbolt after six boosts. Rotom also has a 38% chance of 2HKOing 252 HP / 252 SpD Careful Tyranitar in Sandstorm after a single boost with Hidden Power Fighting, a definite 2HKO if Tyranitar switches into Stealth Rock.

As previously mentioned, 64 HP EVs allow Rotom-H's Substitutes to withstand any attack that Blissey is likely to use, as well as allowing Rotom to form three Substitutes in sand and five in normal weather. A Timid nature and 212 EVs allows Rotom-C to outspeed positive-Speed natured Mamoswine and neutral-Speed natured Lucario. Using 212 Speed EVs also allows Rotom to reach a bonus point. 232 Special Attack EVs allow Rotom-H to almost always 2HKO even 0 HP / 176 SpD Calm Blissey with Hidden Power Fighting or Thunderbolt after six boosts. Rotom also has a 38% chance of 2HKOing 252 HP / 252 SpD Careful Tyranitar in Sandstorm after a single boost with Hidden Power Fighting, a definite 2HKO if Tyranitar switches into Stealth Rock.

As previously mentioned, 64 HP EVs allow Rotom-S's Substitutes to withstand any attack that Blissey is likely to use, as well as allowing Rotom-S to form three Substitutes in sand and five in normal weather. A Timid nature and 212 EVs allows Rotom-C to outspeed positive-Speed natured Mamoswine and neutral-Speed natured Lucario. Using 212 Speed EVs also allows Rotom-S to reach a bonus point. 232 Special Attack EVs allow Rotom-S to almost always 2HKO even 0 HP / 176 SpD Calm Blissey with Hidden Power Fighting or Thunderbolt after six boosts. Rotom-S also has a 38% chance of 2HKOing 252 HP / 252 SpD Careful Tyranitar in Sandstorm after a single boost with Hidden Power Fighting, a definite 2HKO if Tyranitar switches into Stealth Rock.

As previously stated, the given Attack EVs are necessary to OHKO Bold Blissey, Tyranitar, and Heatran. 200 Speed EVs place Dragonite at 246 Speed, enough to outrun Jolly Tyranitar and most defensive Celebi and Zapdos, while the remaining EVs are placed in Special Attack. If you are not concerned about Bold Blissey, a mere 56 Atk EVs will OHKO Calm Blissey after Stealth Rock. This allows you to maximize Dragonite's Special Attack stat.

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The listed EVs are 112 Atk/200 Spe/196 SpA. The set comments need to be altered to reflect that.

This is really minor, but there are two cases of pronoun inconsistency in the analysis, where "he" is used in the place of the more abundant "it". The first one is in the second sentence of the Opinion: "the defensive stats to exploit his 12 resistances...", and the second one is in the second sentence of the Choice Specs set: "Combine that with his great Special Attack..."

On the Defensive Penguin set, the word "recover" should be replaced with "recovery" - this is located in the first sentence of the last paragraph. ("Because it lacks reliable recover of its own" doesn't make sense) In the same paragraph, the word "compliments" should be replaced with "complements".

This is really minor, but there are two cases of pronoun inconsistency in the analysis, where "he" is used in the place of the more abundant "it". The first one is in the second sentence of the Opinion: "the defensive stats to exploit his 12 resistances...", and the second one is in the second sentence of the Choice Specs set: "Combine that with his great Special Attack..."

On the Defensive Penguin set, the word "recover" should be replaced with "recovery" - this is located in the first sentence of the last paragraph. ("Because it lacks reliable recover of its own" doesn't make sense) In the same paragraph, the word "compliments" should be replaced with "complements".

While SpD in the case of either 59 strength or 60 strength Hidden Power is not affected, the HP and Def are affected. Using a 59 strength HP allows you to retain both maximum HP and Def for that Hidden Power, giving you an extra edge in survivability. The difference is minimal, but those minimal changes are often crucial.

Also consider that the two main special Technician users - Ambipom and Persian - also have access to Nasty Plot, so lowering the SpA by 2 will be negligible after the SpA is raised.

Just a final thing to note, after checking what the Hidden Power strength would be if both SpA and Spe were maximised it turns out this lowers the base power to unuseable levels, since it can only reach at best 49 base power even with Technician, you'd only get a marginal boost in damage (49 x 1.5 = 74) over the normal base damage of 70.

The moves Moonlight, Morning Sun and Synthesis heal only 25% of the users full health.

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user's* or users'*

"rain team building"

Supporting Pokemon
There are a few problem Pokémon that give almost all rain teams trouble. As such, many rain teams carry Pokémon that are adept at dealing with these threats, to then give the sweepers a much easier time ploughing through teams.

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problems* and then plowing*? never seen it spelled like that, unless it's some british spelling or something

under rain leads, uxie

Uxie is basically a slower, much bulkier version of Azelf. It's excellent defenses allow it to set up Stealth Rock and Rain with a lot more insurance than the frail Azelf.

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Its*

rain leads, zapdos

Much like Jirachi, Zapdos is one of those Pokémon that not only is very effective at setting up rain, it can make full use of it too.

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this sounds sort of run-on and could be changed to:

Much like Jirachi, Zapdos is one of those Pokémon that is not only is very effective at setting up rain; it can make full use of it too.

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under "rain sweepers", azumaril

With Huge Power boosting its max Atk up to 436 (effectively a base 150 Atk stat), Azumarill is a very scary physical sweeper indeed. In the rain, its CB Waterfall can 2HKO every Pokémon in the game that doesn't resist it. Even a max/max Cresselia takes upto 60% damage from it.

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(a space)

rain sweepers, quilfish

In terms of sweeping potential, Qwilfish is essentially a less powerful and slightly faster Kabutops. However, it does have a few exclusive options available to it that differentiate it from its slashing brethren. Qwilfish's biggest selling point is its devastating Explosion, which, when coming of a a decent base 95 Atk stat and rain boosted speed, can easily take out any non-ghost Pokémon on the opposing team.

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(just one a)

rain sweepers, gorebyss

Gorebyss inevitably gets compared to Omastar when it comes to special sweeping, but Gorebyss does have some qualities that make it an adequate choice for UU play. Although Omastar has slight more SpA, higher defenses and speed, its secondary Rock typing is more of a curse than a blessing in the lower tiers. Gorebyss is not weak to TechniTop's Mach Punch (which Omastar can take upto 80% from), it is not hurt too badly by random Earthquakes, and weak Grass attacks are not an automatic KO on Gorebyss.

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under "support pokemon", scizor

It can also utilise a slow U-turn to scout for counters and get frail Swift Swimmers in with little risk.

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utilize*

support pokemon, rotom-w

With a powerful STAB Thunder and a boosted Hydro Pump, it can become a powerful sweeper of its own accord as well as being a great support Pokémon. Rotom also has access to both Reflect and Light Screen, making it one of the best mid-game rain repenishers as it can set up both the rain and the screens to help your late game sweeper clean up the opponent's team.

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I think this should be replenishers*

support pokemon, claydol

It can work like an UU Bronzong with a Rain, Screens/Stealth Rock, Explosion movepool, or it can be a much longer lasting support Pokémon that can utilise Rapid Spin well.

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again, utilize*

support pokemon, phione

Phione can abuse its Hydration ability to use Rest and wake up in the same turn, which makes it a very difficult Pokémon to take out. Althout 80/80/80 seems pretty mediocre, it is easily enough to allow Phione to take most attacks in UU with ease.

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although*

under battle stategy (1. Be Offensive), last sentence

Against offensive teams, the key is to keep your rain up at all times, as while its pouring your sweepers will have an inherent advantage over the opposing sweepers in terms of both power and speed.

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it's*

(3. Sacrificing your Pokemon)

f two sweepers don't take out any opposing Pokémon, but sacrifice themselves to bring the entire team down to less than 50% health, they will have acheived a lot as they will have paved the way for one final sweeper to take out the entire opposing team in a late game sweep.

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achieved*

went back and found an error under threats, tentacruel

Tentacruel is one of the biggest threat to rain teams, all because of one move: Toxic Spikes.

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threats*

there are also some words throughout such as "outspeed" and "outstall" that technically aren't words, but I wasn't sure what to do about that since they might be considered competitive terms or something

edit: small nitpick in "intro to competitive pokemon" article, under "clauses"

This is where you ask: "where's Roost? Roost is on Life Orb sets and Swords Dancer sets a lot!" I am in no way inclined to put Roost on something with 61 HP, 45 Defense and 50 Special Defense, especially when using Roost basically means giving up the only really useful thing about his typing (namely an Earthquake immunity).

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can there be 1st person in an analysis?

if not, it could be changed to:

One should in no way be inclined to put Roost...

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I added the change from the post above. Waiting to be cached.

http://www.smogon.com/dp/pokemon/luxray specifies the ability as Intimidate for the Choice Band set, but the text for the set talks about how to get the best out of Rivalry. This looks like probably a typo in the set description. (That is, unless the set's meant to be used with Intimidate and the discussion about Rivalry is the typo, but that seems less likely.)

I don't know whether this was wrong with the original analysis, the update for it, or something that occurred when posting it on the site, but one of the paragraphs under the "Utility" set is horribly mangled beyond comprehension.

A spin blocker is a ability to add screens or status your foe’s counters will greatly help Omastar, covering his lower Special Defense or horrible great ally for this set, especially Rotom, who is immune to both Fighting- and Ground-type attacks. Rotom’s Speed, respectively.

This set helps absorb status for the team, while also hitting the opponent from 438 Attack with two attacks that hit all of the UU metagame for at least neutral damage with the exception of Shedinja. Return is the preferred option over Double-Edge because because(extra word) this Azumarill is primarily designed to take hits and any recoil damage reduces his staying power.

For OU play, a simple comparative analysis can be made with a similar set, Rest + Sleep Talk Machamp. Speed and Special Attack will be ignored because both Pokemon are essentially “expected” to go last and neither is ever going to use a Special move. Machamp generally runs 252 HP / 252 Attack with an Adamant nature, yielding stats of 384 HP / 394 Atk / 196 Def / 206 SpD, and has DynamicPunch and Stone Edge as its two main attacks. This Azumarill reaches 401 HP / 436 Atk / 196 Def / 196 SpD and has Waterfall and Double-Edge as its two main attacks.

Azumarill is 5% more bulkier(either "more bulky" or just "bulkier") physically, about as bulky specially, and 11% more powerful. Its Water + Normal attacks has (should be "have") at least as efficient a Fighting is such a useful offensive attacking type. Essentially, Azumarill and Machamp perform this Rest + Sleep Talk coverage as Machamp's Fighting + Rock attacks. Machamp's advantages are in DynamicPunch's Confusion and the fact that ing (?) job comparatively well, and both have their slight advantages.

It is essential that your team feature an external strong defensive core to deal with any threats that may set up on Azumarill while it is Resting. It may be worth including a cleric on your team to wake up Azumarill in case it is needed immediately. Roserade learns Aromatherapy and has great defensive synergy with Azumarill. Other possible clerics include Altaria, Miltank, and Chansey.

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and under "EVs",

On the SubPuncher set, HP is maximized to create 101 HP Substitutes, and the remainder are placed into Attack.

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is*

I don't known if this should go here, but I thought I should bring it up.

I'm not sure if this is the place to post this, but when I do a smogon search for new Platinum forms, it only comes with the non-Platinum form. That is to say, if I type "Giratina-O" and "Shaymin-S" in search, the website will go to the Giratina(-A) and Shaymin (land) page respectively. Doing a search for Rotom-H, S, C (anything but Rotom) gives a whole list of search options. I'm just posting so that if I type "Giratina-O," it should load the Giratina-O page, and the same for all the other new Platinum forms.

D/P infernape 'team options' section

Due to it frailty, Infernape is always going to have problems sweeping if the opponent has a faster Pokemon, a Choice Scarfer, or a Pokemon with a reasonably powered priority attack. Fortuitously, many of the Pokemon who outrun Infernape are weak to Pursuit (think Gengar, Latias, Azelf, and Starmie) or are made vulnerable to Pursuit by their poor defenses (think Jolteon, Ambipom, and Sceptile). The priority attackers are a little more difficult to eliminate, but it is one of the few situations where Infernape's defensive typing is a godsend. Infernape has a resistance to Steel-type attacks, and, by extension, the most commonly seen priority attack: Bullet Punch (that said, it should be noted that Infernape still stands to lose around 40% from Scizor's Choice Band Bullet Punch). Ice Shard and Sucker Punch resistances are also most appreciated. Perhaps Infernape's biggest concern, as far as priority goes, is Lucario's Extremespeed, which secures an easy 2HKO, and even has a chance of an OHKO, after a single Defense drop from Close Combat. A defensive Zapdos makes an efficient counter to Lucario and Scizor, whilst also being able to harass any Water-types that may be getting in Infernape's way.

Linoone can then proceed to sweep with ExtremeSpeed, a STAB, 80 base power priority move, ensuring that the flipped-out polecat will almost never be struck before it can hit, and likely KO, its opponent.

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-Under the set comments, the acroynm "KOes" is spelled incorrectly.

It KOs many Rock-types that resist ExtremeSpeed, and also does a hefty number on bulky Water- and Ground-types.

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-Under set comments, the contractions Def and SR should be expanded.

Shadow Claw is for Ghost-types, and will OHKO any Ghost in UU, besides Spiritomb and +Def Sableye, without fail (SR is needed for a OHKO on Dusclops).

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I have added the changes Xia and XomOfChaos suggested. They are ready to be cached.

As is the case with any offensive Pokemon, Scizor will find entry hazards, Stealth Rock in particular, extremely helpful, as they can help it to achieve several notable 2HKOs (such as? talk about/list them). Any set with U-turn will find entry hazards particularly helpful, as U-turn damage combined with entry hazard damage can quickly build up to weaken Scizor’s counters.

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Apparently, the bolded part was forgotten during editing the analysis. It should be removed.

With Latias down, Choice Specs Kyogre can devastate the stall team, as Latias is often their only hope against Choice Specs Kyogre.

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Something important to note is that once Kyogre is at 75% of its health, Special Defensive Dialga can survive and outstall Kyogre's Water Spouts via Pressure and Rest (though Dialga is still 3HKOed by Surf).

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Defensive Groudon can usually handle Special Defensive Dialga, as many are Bulk Up variants.

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In addition to boosting Kyogre's Special Attack, Calm Mind also boosts Kyogre's titanic 140 base Special Defense, making Kyogre much tougher to revenge kill.

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Kyogre being able to easily absorb a Dark Void, Scizor can switch into Darkrai as it uses Nasty Plot, and force it out with the threat of a STAB super effective U-turn.

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Latias can easily switch into an opposing Kyogre's Thunder, and either force it out with the threat of Grass Knot or Thunder, or use Calm Mind to set up on Kyogre.

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Groudon can switch into Bulk Up Dialga, and force it out with the threat of a STAB super effective Earthquake.

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Garchomp can switch into Rayquaza as it attempts to set up, and either force it to switch out or OHKO it with STAB super effective Dragon moves.

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Ludicolo can also function as a Kyogre switch-in due to its Water and Grass typing, which is a very valuable utility in the Uber environment.

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Most of the EVs should be put into Special Attack and HP to maximize durability and power.

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The remaining 4 EVs should be put into either Defense or Special Defense.

Azumarill is 5% bulkier physically, about as bulky specially, and 11% more powerful. Its Water + Normal attacks have at least as efficient coverage as Machamp's Fighting + Rock attacks. Machamp's advantages are in DynamicPunch's Confusion and the fact that Fighting is such a useful offensive attacking type( ). Essentially, Azumarill and Machamp perform this Rest + Sleep Talking job comparatively well, and both have their slight advantages.

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there is an extra space

oops =[

As an addition to whistle's correction, the word "confusion" shouldn't be capitalized.

Machamp's advantages are in DynamicPunch's Confusion and the fact that Fighting is such a useful offensive attacking type( ).

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A load of things for the items section (if you don't want to make all the changes in one go just edit out the parts you've done):

The Overview section of Choice Band is missing, but has been written by kd24, here.

All Berrys with a non-poffin effect are missing the section that tells you what power/type Natural Gift they give, all are listed on Natural Gift's page. Maybe only the 80 Power ones should be added, but for some (Ganlon which gives +1 Def in a pinch, or a base 80 Ice move for example) this is their main, if not only competitive use.

Return and Frustration should probably note that their base power maxes out at 102 (saves people from having to find the maximum happiness (its not on any Smogon guide I've seen) doing the math themselves). The two moves also have different spacing with virtually the same lines.

For Grip Claw: "Bind, Clamp, Fire Spin, Magma Storm, Whirlpool, and Wrap always last the full 5 turns."
It would be more accurate to say:
"Causes the holder's Bind, Clamp, Fire Spin, Magma Storm, Whirlpool, and Wrap to always last for 5 turns."

Now for some that are not directly competitive, but in the spirit of the "ingame expansion" and inclusiveness of information I feel should be added.

Every single Incense is missing a part of the information about it, namely the fact that it causes a specific Pokemon to create different eggs when held. Bulbapedia has a full list, which I can't link to due to rules.

Metal Coat should mention that if Onix/Scyther hold it while being traded they evolve.

Razor Claw also, when held by Sneasel causes it to evolve into Weavile when it levels up at night.
As above but with Razor Fang/Gligar/Gliscor.

Me again, in the Pt EV Manual there is an inconsistency in the capitalisation of "level", at the start and the end it uses non caps l, but between this line:

With 0 EVs in HP, Bronzong will have the stat's Min value at Level 100. In other words, Bronzong will have 275 HP at Level 100 with 0 EVs (and a HP IV of 31).

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and this line:

And that's the final answer: 287, or: Bronzong will have 287 HP at Level 100 with 48 HP EVs.

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all of the l's are capitalised in Level. This is about half the article, slightly more (~18 caps and roughly the same non caps).

I can't find anything in the grammar standards article to point out which is preferable, but consistency must be intended.

Edit: another little thing, in this section of the Pt Ev manual the first "Power Items" should be bold to fit with the sections above it:

Power Items - Power Items also greatly aid in EV Training specific stats, although they can be rather problematic to purchase. They are only available as Battle Tower prizes, and each costs 16 BPs (Battle Points), so you will need to challenge the Battle Tower several times to earn the BPs you need. Purchase all six of them! You'll need them. Like the Macho Brace, Power Items also halve the Speed of your Pokemon in battle.

In the analysis for Swellow I noticed a slight grammatical error. It is located in the first paragraph of the first set.

Swellow gets walled badly by most Rock and Steel-types, so early on you'll be hopping out with U-turn and sending in your counters. In the later stages of the battle, Swellow becomes a fearsome sweeper thanks to its STAB 140 base power Facade, Guts boosted Attack, and and incredible Speed. Brave Bird takes out the Ghosts that Facade can't hit, and can 2HKO Rotom, despite being resisted. Protect is good if you lead with Swellow, since it will be unable to get hit with a sleep attack, and it activates the Orbs, so you can U-turn out for extra damage. Quick Attack is handy for taking out Choice Scarfers and Electrode. Pursuit punishes fleeing opponents, especially Hypno and Grumpig.

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There are two ands. I believe there should only be one in that situation. Just something I noticed while browsing and wanted to point it out.

Hitmontop's HP stat is rather low, however with the help of Intimidate and great defenses, Hitmontop is still rather bulky. With a strong STAB Close Combat or Revenge, strong priority attacks, and Bulk Up, Hitmontop is not only a bulky Rapid Spin user resistances with Thick Fat making it easier to set up.

; it’s also a very effective sweeper and revenge killer. If you carry Pokemon weak to Stealth Rock, or just want a Pokemon to absorb Rock-type attacks and revenge kill, Hitmontop is definitely a good choice for your team.

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Heysup messed up the coding.

Thick Fat making it easier to set up.</p>; it’s also a very effective sweeper and revenge killer.

After you consider what can give Heatran trouble on the physical side of the spectrum, you will also want to pack a response to Pokémon who can give you trouble on the special side of the spectrum. As previously mentioned, your biggest concerns will be Latias and bulky Water-types. Latias commonly carries Dragon- and Water-type attacks, namely Dragon Pulse/Draco Meteor and Surf, so anything that preferably resists Dragon-type attacks and is not hit super effective by Water-type attacks, or is simply capable of shrugging off special attacks without much difficulty, makes a good choice here. Unfortunately, most Steel-types are also weak to the same Ground-type attacks that give Heatran trouble; nevertheless, they are still the best candidates to choose from. Scizor is ultimately regarded as the #1 Latias counter, as it has access to both U-turn and Pursuit to cripple Latias; the bad news is, a Life Orb Surf, which will obviously be aimed at Heatran, is capable of 2HKOing the standard 248/0 Scizor, so if you desire Scizor as your response to Latias, you will need to use an EV spread which allows you to survive two Life Orb Surfs after Stealth Rock damage. Other feasible options include Metagross and Jirachi, although they offer little support to Heatran apart from countering Latias efficiently. Another interesting option to consider is a specially defensive Tyranitar. It's ability to set up a sandstorm can be particularly useful to a defensive team, especially when you consider that Heatran is immune to the effects of it; however, Tyranitar and Heatran complement each other poorly type-wise, and as such, is not the best option. Blissey, although being the best special wall in the game, is not recommended, because it offers little in the offensive department and teams using this variant of Heatran should also be able to pose an offensive threat to the opponent. Bulky Water-types are much easier to handle than Latias, as they pack a definite list of counters. Celebi remains an effective choice to take on most bulky Water-types, as its most commonly seen Grass-type attack, Grass Knot, gets at least 100 BP on most of the Water-types you are likely to encounter; the only exception is Vaporeon, which can't really do much to you in return anyways. Outside of Celebi, you can also use Latias to handle most of the Bulky Water-types you are likely to come across.

While walling Zapdos is nice, you will usually need some decent power behind a super effective move to win the war against one with Roost or Rest though, because Pressure will bite you. Better hope you're using Ice Beam against a Bold Zapdos or Ice Punch against a Calm one too.

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Has awkward wording. Try:

While walling Zapdos is nice, you will usually need some decent power behind a super effective move to win the war against one with Roost or Rest, because Pressure will bite you. You'd better hope you're using Ice Beam against a Bold Zapdos or Ice Punch against a Calm one too.

Good Speed and Attack make Staraptor both an obvious and excellent Choice Bander. Intimidate makes him a good choice as a lead and helps when sending him out later, just don't get too overzealous when switching into physical attacks; his defenses are still poor. Brave Bird and Return / Double-Edge are his main weapons and both hit incredibly hard, while Close Combat hits for at least neutral damage on every Rock and Steel-type. The STAB Normal attacks are mostly for Electric-types, especially Zapdos, who also resists Fighting. Double-Edge guarantees an OHKO on Zapdos, but Return is usually preferable as two recoil moves is rather excessive.

The fourth slot is the sort of "utility" move. U-turn allows you to scout your counter and get in a hit, while Pursuit is always a great move on Choice Banders and Staraptor makes good use of it. It's especially good against the likes of Celebi and Blissey, who will run, fearing a Brave Bird. Quick Attack is for protection against Reversal/Flail users and to take down other weakened but faster foes. It does upwards of 45% to the likes of Azelf, Raikou, and Weavile.

Like most Choice Banders, Staraptor will benefit from Wish support, but it's even more essential with Staraptor due to the recoil of Brave Bird and Double-Edge. To varying degrees, Jirachi, Vaporeon, Jolteon, and Umbreon can work. Rapid Spin support—Donphan and Hitmontop are excellent choices for this—to remove Stealth Rock will also aid his survivability.

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Choice Scarf set:

Unlike the previous set, Choice Scarf trades the extra power of a Choice Band for extra Speed to make Staraptor faster than many would-be revenge-killers. Sporting an impressive 427 Speed and 372 Attack, you have to think twice when you want to switch in on this Staraptor due to its solid attack and great type coverage. On top of all this, Intimidate really puts the icing on the cake because it allows Staraptor to switch in on physical attacks much easier. Don't get too cocky switching in on physical attackers, especially those of the highest caliber, because Staraptor still has a poor Defense stat even with Intimidate factored in.

Staraptor is a great threat on the offensive side because of its high powered dual STAB attacks. Brave Bird, Return, and Double-Edge all receive base powers above 100 and can harm anything in Staraptor's way. The choices for your Normal-type STAB move is totally your choice. Return provides good damage without attaining any recoil damage, while Double-Edge gives the additional damage in exchange for some HP. Rock- and Steel-types can be quite upsetting because they resist Staraptor's precious STAB attacks, but thankfully, Staraptor has Close Combat under its belt which covers both types, and gives Staraptor some good overall type coverage. Your selection for your final move depends on what you decide to do with Staraptor. U-turn allows Staraptor to scout out for incoming counters while you exit and bring in an appropriate Pokemon to plow through your opponent’s counter to Staraptor. Pursuit, on the other hand, plays a different role than U-turn. Pursuit traps those pesky Ghost-types and catches fleeing special walls like Blissey and Chansey.

Staraptor has plenty of good opportunities to switch in, but Stealth Rock hinders this bird from repeatedly switching in and out. Staraptor will greatly appreciate Rapid Spin users to remove the offending Rocks, thus providing extra survivability for Staraptor. Speaking of living longer, like many Choice users, Staraptor needs Wish support to help it stay alive. Double-Edge and Brave Bird’s recoil, as well as Stealth Rock damage, can chip off Staraptor's HP more quickly than is comfortable, and therefore Wish users like Hypno, Chansey, and Blissey can help Staraptor. Staraptor doesn't mind Stealth Rock on the field to help it sweep late game.

With the swap for Speed in exchange for power, Staraptor is going to lack the raw power to muscle through some bulky Pokemon. In OU, Skarmory, Jirachi, Metagross, and Bronzong are great counters for Staraptor because these individuals resist both of its beloved STAB moves and they are neutral to Close Combat. In UU, Steelix and Regirock shine as good counters for Staraptor. With naturally high Defense, these individuals can withstand Close Combat and strike back with Gyro Ball or Stone Edge. With all these Steel-types being listed, packing Magnezone can really be a good service alongside Staraptor. Magnezone can trap Skarmory without Shed Shell and strike back with Thunderbolt or use Magnet Rise to dodge Ground-type moves. Hariyama can handle Steelix and Regirock since Hariyama has naturally high Defense and HP to take attacks from them and can strike back with a STAB Fighting-type move.

The Rotom appliances are arguably the greatest counters to Staraptor. They can take all of Staraptor’s attacks and strike back with Will-O-Wisp or Thunderbolt. Heatran is probably the best partner for Staraptor to handle these annoying ghouls. Heatran can take Will-O-Wisp, survive a Thunderbolt, and dispose them with a STAB Fire-type attack, but Scarf variants should watch out for a rare but possible Thunder Wave.

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Team Options:

Staraptor will find itself switching out of bulky Electric-types most of the time. Rotom appliances are the toughest to address in any of Staraptor sets because Staraptor’s only source of decent damage is a Choice Banded Pursuit. Staraptor is an absolute monster with its good move coverage, but Rotom appliances are still paper counters most of the time. Heatran is your best bet if you want someone to take Trick and Will-O-Wisp, while Jolteon can take Electric-type attacks and 2HKO with Shadow Ball. Defensively, Blissey is Staraptor's most reliable partner and can cripple Rotom with Toxic.

Staraptor provides great offense due to its great type coverage and can be excellent on offensive teams. Most faster sweepers are frail and have a hard time switching in, but Staraptor is an exception to this rule. Staraptor can come in a number of times thanks to its Ghost and Ground immunities. Intimidate is an impressive ability for someone frail like Staraptor because it can cushion hits directed from the physical side, which allows Staraptor to switch in easier.

A common tactic is to switch in on a Shadow Ball from Gengar or Mismagius and strike back with Brave Bird and score an OHKO if Stealth Rock is in play. Speaking of Stealth Rock, Staraptor will appreciate Stealth Rock on the field to help it sweep late game. Another common tactic with the Choice Scarf set is to spam U-turn to scout out for counters. Once you analyze the counter, you can plan to remove it, which can aid Staraptor greatly late game. The best tactic to help Staraptor stay in the game longer is to use Brave Bird or Double-Edge with caution because your precious HP can easily run down if you use it arbitrarily. For example, although a CB Brave Bird against the standard Blissey can cause up to 95% of damage (651 HP), this will strip off a massive 217 HP from Staraptor. That's a rather extreme example though. Should you KO a Pokémon with 304 HP, you'll lose over 100 HP yourself. Wherever possible try to KO your opponents with Return or Close Combat; only use Brave Bird when absolutely necessary.

Wish support is recommended because recoil damage from Brave Bird and Double-Edge can wear Staraptor down. On top of this, residual damage from Sandstorm and Stealth Rock can trouble Staraptor a lot. To take it this all in account, Staraptor has roughly three switch-ins before it actually faints. Wish users such as Blissey, Vaporeon, Chansey, and Hypno can be really useful partners for Staraptor since their support lets it survive for much longer than in would otherwise. If you don’t want a Wish user, the SubRoost set is available for Staraptor to heal off the HP loss.

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Other Options:

Life Orb can be used in conjunction with Agility but it has no room on the other sets. If Life Orb is used with the SubRoost set, Staraptor’s HP would run down far too quickly. FeatherDance is an interesting option but Staraptor shouldn’t go near that move because it is far better at sweeping than running a defensive set.

In theory, Foresight can help Staraptor use its Normal-type STAB moves against Ghost-type Pokemon. An Adamant Staraptor with Life Orb under its belt can deal 60.20% - 71.05% on a max HP / max Defense Rotom with Double-Edge. The Rotom appliances are a trouble to deal with, and this is one way to actually penetrate through them with a STAB move.

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EVs: (section header listed as "Evs")

The Choice Bander set should have max Attack and Speed, and either a Jolly or Adamant nature. Though not recommended, you don't have to maximize your Speed, but a minimum of 296 Speed is required to outspeed Jolly Heracross or 319 Speed for Jolly Electivire. Any remaining EVs should go into HP.

So please give a warm welcome to the top six disappointments of the DPP metagame!

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Dusknoir:

Any Pokémon weak to Dark became, and pretty much still is, a sitting duck in the face of Pursuit.

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But if Noir didn't nail Tyranitar or Weavile on the switch in, he was pretty much alive

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With the addition of the Rotom Applianceformes

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Rampardos:

While simply perusing the BaseStats of all the new Pokémon in DP (a hobby I'm sure we all partake in), one stands out: Rampardos' base 165 Attack. Max Attack Adamant Rampardos hits a whopping 471 Attack. The Speed may be lacking quite a bit, but he can easily fix that by using Rock Polish.

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Unfortunately for Rampardos, not even UU is afraid of his completely over the top base Attack.

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Heracross:

Heracross was one of the best ChoiceBanders in Advance, it’d make sense that with the addition of what turned out to be one of the best moves in DP (Close Combat) that Heracross usage would soar. On the surface Heracross had only one true counter, that being Gliscor, and even though his Speed was lackluster, Heracross could still hit hard while canceling out the bad Speed by donning his finest Scarf (an ivory Fendi Zucchino, in case you were wondering).

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Weaville:

With amazing Attack and Speed, Weavile seemed sure to be a deadly force in OU.

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Stealth Rock and Steel-types. Imagine the Detroit Lions defense if they were only allowed to field eight players at a time. That's basically what Weavile was looking at. Add to that Brick Break as the only way of touching Steels, and you really have yourself a Pokémon that's sure to disappoint.

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Rhyperior:

Solid Rock lowers supereffective by half

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Electivire:

Electivire's ridiculous coverage allowed it to hit 14/17 types for supereffective damage with an impressive base Attack and an ability that would make everyone fear using Electric attacks (GE's stock plummeted).

Honchkrow: With a wade (wide) movepool which consists of Superpower, Heat Wave, and Drill Peck (needs comma, I think) almost no Pokémon can get in Honchkrow’s way while it is sweeping.

Absol:
Absol also has an amazing enough (change to "good enough"? this is just my opinion, it's probably fine as-is) movepool to try to mixed attack (change to "to try mixed attacking"?), but Swords Dance is a better set to run while using it.

Golem:
Though at (should just be "At" since "but" is used after the comma) first glance Golem may seem to be an inferior Rhyperior, but the one thing that Golem can do taht (that) Rhyperior cannot is use the move Explosion. Explosion is a wonderful way to end a Trick Room seep (sweep), allowing you to get a Pokémon which (should be "that", I believe, not "which") can set up Trick Room at no expense to you, but also may KO the opponents (needs apostrophe) Pokémon.

Dragonite:
Dragonite finally outclasses its brother, Salamence (needs comma)inside of Trick Room. Dragonite can abuse its low base Speed, extensive movepool (needs comma) and great Attack stats to breaks walls and sweep well under Trick Room. With Superpower, Dragon Claw, Outrage, Thunderbolt, Aqua Tail, Fire Blast, and other moves, Dragonite becomes extremely hard to stop. Though as it does so well under (change to "although it does well in"?) Trick Room, you may find it suffering from four moveslot syndrome, (wrong punctuation mark in context) you give up one attack and it can no longer hit a specific wall.

In the Level 1 Endeavor Pokemon section, Smeargle should be listed, as it's superior to Phanpy and Rattata.

I'm sure there's more that I didn't see, as there were some sections I wasn't intending to read in the first place.

There is very little that can stop Reversal-cross once it gets going, but there are several things that can stop it setting up. As already mentioned, Skarmory can come in and Whirlwind it away as it sets up, so Magnezone support is advisable if you are concerned about it. Also mentioned above were entry hazards and how they affect Reversal’s power; for this reason, Rapid Spin support is also advisable, as is something to set up Stealth Rock on your part to aid in OHKOing Flying-type foes. Weather support is extremely crucial – Tyranitar, Hippowdon or Abomasnow only have to switch in to end you with Sandstorm or Hail damage, so you should have a Pokemon that knows Sunny Day or Rain Dance to remove harmful weather after defeating the opponent’s weather-changer. Strong Fighting-types can remove Tyranitar and Abomasnow and a Bulky Water with a strong Surf such as Suicune can rid you of Hippowdon. Another quick demise comes in the form of powerful priority-users such as Scizor and Lucario, both of whom can be trapped by Magnezone. However, if the opponent could predict the Magnezone switch and use Superpower or Close Combat, OHKOing Magnezone. Both die to strong Fire-type moves, so a Zapdos with Heat Wave can help or at least ward them off. Lastly, powerful bulky Pokemon that resist STAB moves can be troublesome – Weezing can be taken care of by Heatran and most Flying-types fear Magnezone. Ghosts are by far the most troublesome, resisting both STAB moves and blocking Rapid Spin at the same time. A strong Pursuit-wielder such as Tyranitar is the best choice in this case.

Remember though, this strategy, like most, can be used against you if you rely too heavily upon it. Consider a Tyranitar heads-up against a Blissey that used Wish on the switch. Tyranitar uses Crunch as Blissey Protects, and then switches out of the full health Blissey to which it no longer poses such a large threat. But later, when Tyranitar is heads-up against the same Blissey, it uses a dangerous Dragon Dance as Blissey Protects, assuming that Tyranitar was of the Choice Band variety. There are a number of Pokémon who can play similar tricks (e.g. Swords Dance Scizor, Mixed Salamence), so it is important to keep this in mind when using Protect.

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How can Tyranitar use Dragon Dance if it was Choice Band? I believe that it should read "not of the Choice..."

that's worded ambiguously, but what it means is that Blissey assumes Tyranitar was Choice Band as it uses Protect.

~ Spikes
~ Taunt
~ Whirlwind / Roar
~ Hidden Power Flying / Drill Peck / Rest
252 HP / 60 Atk / 154 Def / 96 Spe
A variation, obviously you will use Roar with Drill Peck and Whirlwind with Rest / Hidden Power Flying. Instead of just Spike / Whirlwinding, you Taunt all forms of healing such as Rest and Softboiled while Whirlwinding again or Hidden Power Flying to eventually kill them off. Also stops other Skarmory from Spiking up with you.

Read the previous sentence before it: "In theory, Foresight can help Staraptor use its Normal-type STAB moves against Ghost-type Pokemon." Granted, I think it's a bit silly so I could remove it since Foresight isn't really viable, but I suppose that's what Other Options are for.

Okay, I'd like to request a change to the Vaporeon page, with this set added.

[SET COMMENTS]
Surf is great for Stab, Ice beam for pesky grass types, and flying, but mainly grass that try to switch in thinking I have HP Electric, and not Ice Beam. When you first bring Vaporeon, you need to get Aqua Ring up as quick as possible. With Leftovers accompanying it, it's very hard to get any damage done to Vaporeon with out it healing it off. Acid Armor is for additional Defense support, it boosts it 2 stages. This makes it even harder to do substantial damage. You could also use Baton Pass instead of Acid Armor, if you want to pass Aqua Ring off to a less sturdy teammate. I haven't tried Baton Pass personally, but it is a good substitute for Acid Armor if you don't want it. You can also run Hidden Power Electric instead of Ice Beam if you need it for coverage more than Ice Beam, but I recommend Ice Beam.

Ominous Wind, having a 10% chance to boost all its stats, is an option, but its 60 base power will inevitably put off a lot of people, even though it gets STAB. Still, if the boost in all stats is activated, Spiritomb would become a very hard Pokémon to KO.

This set has the same problems with special walls that the Choice Specs set has, but multiple boosts can allow Ho-oh to defeat even Blissey in the sun. However, it can't beat Calm Mind or Psych Up variants of Blissey. On the other hand, if you have not boosted Ho-oh’s Special Attack, you have no Sacred Fire to take down bulky special walls, such as Blissey. (this makes no sense because the analysis just said Ho-oh could beat blissey two sentences ago) This again necessitates the use of a physical attacker in conjunction with Ho-oh to take down the special walls that prevent it from sweeping, such as the aforementioned Lucario, Groudon, or Rayquaza.

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Ho-oh has a stellar base 154 Special Defense stat, but it still has problems taking the disgustingly powerful Water-type attacks of Kyogre. For this reason, Latias can make an awesome partner to Ho-oh, as it can live through Kyogre’s Water Spout, and reply with Grass Knot or Thunder, heal itself with Recover, or start a possible Calm Mind sweep. In return, Ho-oh’s Sacred Fire decimates Metagross and Scizor, who can otherwise trap and kill Latias with Pursuit. Ho-oh’s weakness though (delete "though") is its 90 base Defense stat, which leaves it open to the (delete "though") powerful physical attacks(change "attacks" to "attackers") from the likes (change "from the likes" to "like") of Garchomp and Rayquaza. Forretress can absorb the powerful Outrages, Dragon Claws, and Extremespeeds (change "Extremespeeds" to "ExtremeSpeeds") from them with ease, which would otherwise hurt Ho-oh quite badly. The phoenix can also help Forretress out in return, as it can take the (delete "the") Fire Blasts and Overheats from Rayquaza and some Garchomp that are aimed at Forretress. However, these threats cannot switch directly into Ho-oh, as Sacred Fire’s high burn rate can instantly cripple them. Latias and Latios can prove annoying to the sets which do not carry Punishment, as they are immune to Earthquake and resist Sacred Fire and Thunder, which are all among Ho-oh’s most used attacks. They can be trapped and killed with Scizor or Metagross, or they can be easily revenge killed by Choice Scarf Palkia’s Draco Meteor or Darkrai’s Dark Pulse.

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For Griseous Orb add the following information to the effect "May only be held by Giratina, transforms Giratina into Giratina-O when held."

And to Transform, add that transforming into Giratina-O in a link battle will lead to the transformed Pokemon instantly reverting to Giratina, because unless Giratina-O is holding a Girseous Orb it will always revert to Giratina. Since only Giratina can hold the Girseous Orb, the Pokemon that transforms will never be holding it.

Under the Calm Mind set, the word in bold should be changed to haven't.
Although I guess one could also question the switch to the second person after the Pokemon was being referred to in the third person throughout the paragraph.

Although it looks hard to stop on paper, Calm Mind Slowbro runs into several problems in practice. The biggest one is status, in particular Toxic. Since Slowbro isn't running Rest, it becomes particularly vulnerable to Toxic from the likes of Milotic and Chansey, both of which can only be beaten by Slowbro after significant set up. Another problem is that strong Electric and Grass special attacks can still OHKO Slowbro even after it has started to set up. For these reasons, Roserade makes an excellent partner for a Calm Mind Slowbro - it resists both Electric and Grass, and comes with a very useful immunity to Toxic. A bulkier Roserade with Leech Seed, Toxic Spikes, and Sludge Bomb is probably the perfect complement to Calm Mind Slowbro in terms of coming into the Pokemon that threaten it. Opposing Roserade's Leaf Storms will do miniscule damage, while you can threaten a 2HKO back with Sludge Bomb, even if you hasn't invested at all in Special Attack. Chansey and Milotic fail to leave much of a mark, and Roserade can use Leech Seed to drain their health (which can later be passed to Slowbro if need be) while setting up Toxic Spikes, which makes Slowbro's job in getting past Chansey and Water-types a lot easier.

In the Latias analysis, the writer uses the feminine form, except in the OU counters part. This looks quite strange to me. I'm very sorry if there is a reason, or if I'm just wrong.

EDIT @loedoc: so why do they use 'it' in the OU counter section?

Latias is a female pokemon, even though it's legendary.

Edit: To me, it seems like they never really address Latias as a girl.

This is very mysterious...I could have sworn I posted in this thread about the Slowbro page.
I almost posted again but then I checked the strategy wiki and saw that it was corrected.
Is it standard practice to delete posts to this thread once the correction has been made?
I understand why this could be done to keep this thread small.

Anyway, feel free to delete this somewhat off-topic post and PM me a response.
I'm just curious as to why my post has vanished.

Thanks!

Your post has vanished because I have implemented your changes, deluge. A site staff member then approved the change and deleted our post. This is why this thread has so few posts. Fear not; your contribution has been welcoming!

And just like that, I would expect both our posts to go *poof* eventually.

The second paragraph of the "Opinion" section contains a sentence fragment that appears to have been accidentally pasted into the paragraph, anyone with site access can simply delete the bolded portion of the paragraph without creating additional grammatical errors:

fat Hitmontop Analysis said:

Hitmontop's HP stat is rather low, however with the help of Intimidate and great defenses, Hitmontop is still rather bulky. With a strong STAB Close Combat or Revenge, strong priority attacks, and Bulk Up, Hitmontop is not only a bulky Rapid Spin user resistances with Thick Fat making it easier to set up; it’s also a very effective sweeper and revenge killer. If you carry Pokemon weak to Stealth Rock, or just want a Pokemon to absorb Rock-type attacks and revenge kill, Hitmontop is definitely a good choice for your team

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Also imo the second instance of "rather" (first sentence) should be removed or replaced by a synonym, as it is redundant.

For me, the Arcanine DP page has inconsistent formatting relative to the other pages on the site..
The page width is too great so the section separating lines and the analysis text spills over into the blue border on the right.
At 1280x800 resolution, it's the only page I encountered that I needed to scroll horizontally in order to read.

In Firefox the R/S main page displays oddly, the picture on the right seems to be too large and pushes the list of useful links (Pokemon/Articles/ect) down to below it in a way that seems awkward and is not in line with any of the other generations. I can screenshot if its wanted.

Maybe shrinking the image, cutting off some whitespace (there is a little) or shifting the borders slightly would fix this?

In Firefox the R/S main page displays oddly, the picture on the right seems to be too large and pushes the list of useful links (Pokemon/Articles/ect) down to below it in a way that seems awkward and is not in line with any of the other generations. I can screenshot if its wanted.

Maybe shrinking the image, cutting off some whitespace (there is a little) or shifting the borders slightly would fix this?

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I, for one, would be interested in seeing a screenshot of this. I also use Firefox and it doesn't look awkward to me.

I'm not sure how many people have this problem, but the settings of my FF are pretty standard so I doubt I'm the only one.

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Ah, of course I'm not going to see that because my monitor's standard resolution is 1280x800. When I switched to 1024x768, I was able to see what you're seeing. The Salamence image is wider than the images used on the other main pages so it could use some adjustment.

Heatran's Scarf set left out a couple of words in the middle of the fourth paragraph.

(words added in bold)

While Choice Scarf Heatran makes a great revenge killer to a large portion of the metagame, it faces problems against Pokémon which can attempt set up on it, particularly if they either resist or are immune to the attack Heatran is locked into. Although Stealth Rock hampers it's ability to switch in repeatedly, Jolly Dragon Dance Gyarados can easily take a Fire Blast, boost both its Attack and Speed, and KO you with Waterfall on the next turn, as Jolly variants outspeed Heatran. At most, Heatran can only manage 34.94% with Fire Blast against Gyarados, which fails to 2HKO, even with Stealth Rock and Sandstorm damage factored in. Dragon Dance Salamence can also switch into a Heatran locked into anything bar Dragon Pulse, Hidden Power Ice, or a well-timed Explosion, and set up, as Fire Blast manages, at most, 46.69%, to any variant of Salamence. Afterwards, Salamence will proceed to KO you with Earthquake or Outrage against any Pokémon you might have switched in against it. It should be noted that Salamence can't actually switch into Heatran directly, especially if it is running a Special Defense hindering nature, as it faces a large risk of being 2HKOed by Fire Blast, even if resisted. In fact, Salamence without any HP investment faces a 75.48% chance of being 2HKOed by Fire Blast after Stealth Rock damage, and will always be 2HKOed if using a Special Defense hindering nature. Latias can switch into most of Heatran's attacks with ease due to her high Special Defense stat and resistance to Fire-type attacks and proceed to set up Calm Minds or hit you with Surf. Kingdra, in particular, will cause the most trouble, as it has a 4x resistance to Fire-type attacks and is usually bulky enough to take at least 1 non-boosted attack that isn't Dragon-typed, meaning it will usually be at +2 in Attack and Speed if you attempt to revenge kill it with Heatran, which will obviously fail to outspeed Kingdra. And to top it all off, Blissey can switch into this Heatran with no trouble at all as long as it avoids Explosion. Bulky Water-types can also switch into Heatran with ease; Suicune gains a special mention as its ability, Pressure, can easily drain Fire Blast's low PP.

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It was "especially is running a..." and should be "especially if it is running a..."

Absol's Mixed Sweeper set notes that "Psycho Cut is for the omnipotent Poison- and Fighting-types, namely Hariyama and Drapion, while Night Slash gives Absol a strong secondary attack against slower opponents instead of relying on Sucker Punch."

Now, I'm pretty new and inexperienced all around, and worry I've missed something, somewhere, but I'm pretty sure Drapion's Dark-type makes Psycho Cut a rather ineffective counter to it. I'm not entirely sure if there are any Poison-types to replace Drapion with in this context, just to keep the sentence mostly as is, but I figure it might at least be worth it to point out inaccurate info and suggestions, even if it's just an example.

In the Counters section for Aerodactyl there's a typo in the second paragraph.

fat Smogon said:

If you don't want to rely on priority to defeat Aerodactyl, Rotom-A and Swampert make excellentcounters. Forretress and Bronzong can both use Gyro Ball to eliminate Aerodactyl, but the former has to be wary of Fire Fang or Fire Blast. Pokemon with Choice Scarf can either revenge kill or lure in Aerodactyl for the KO. If you plan on attempting to draw out Aerodactyl like that, be sure to keep the fact that you are using Choice Scarf hidden.

Moderator

Dragon Claw and Rock Slide is only useful against Altaria, but Rock Slide does have a chance to flinch which could be useful in some cases, while Crunch can be used to smack bulky Ghost- and Psychic-types such as Mismagius and Slowbro.

Trick is a very important move on this set, as it is Alakazam's best defense against Pokemon with the ability to wall it, such as Blissey or a Skarmory that invests in Special Defense. or who can wall this set all day.

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i'm not really sure but i'm guessing it should be:

Trick is a very important move on this set, as it is Alakazam's best defense against Pokemon with the ability to wall it, such as Blissey or a Skarmory that invests in Special Defense who can wall this set all day.

The most dominant counters to Parasect are Blaziken and Honchkrow. Blaziken can come in on any move, besides Spore, and then threaten Parasect with Fire Blast or another Fire-type move. Honchkrow may be the most threatening of the three, as it can easily come in on Spore due to the ability Insomnia and will only take neutral damage from X-Scissor while dishing out the moves Drill Peck or Heat Wave to score a OHKO.

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In Parasect's D/P Psychic Spooker set, Blaziken and Honchkrow are listed as counters, however the comments also say three counters where I bolded it.

I am not sure if it means Parasect, Blaziken, and Honchkrow, or the writer just meant to say of the two or whatever.

Rotom-H's fanastic typing leaves it with two weaknesses: Dark and Ghost. Tyranitar resists both of these types so it as a great defensive asset to Rotom-H. The Tyranitar and Rotom-H combination actually resists every time in the game. Scizor also resists both Dark and Ghost. Heatran is a favorable teammate to Rotom-H because it invites Ground and Fighting attacks. This will allow Rotom-H to switch in easily. Blissey also attacts Fighting-type attacks; it is immune to Ghost-type attacks as well.